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Torpedoes

SystemSystem Member, NoReporting Posts: 178,019 Arc User
I don't know if it is like this already but if not it would be logic to make torpedoes be more effective from a distance. Many players fire their torpedoes at point blank range to make sure the enemy can't shoot them down (charged plasma or tricobalt). Torpedoes yield a massive damaging potential, so for safety reasons they should be inactive for at least 3 seconds of flight. So players would start with a torpedo barrage first then change to close combat weapons. The longer the flight the more powerful the impact.
Unfortunately there is little to no damage when the enemy moves quite fastly and shields fully charged.
This needs to change then.
Some torpedo types (esp. Tricobalt) need a speed increase and the other types a guaranteed damage like 75% vs Shields 25% vs Hull (quantum), 75% vs Hull 25% vs Shields (photon) or 50/50 (transphasic).
Their should be a maximum flight time of no more than 8 seconds then they should activate self destruct.
Right now torpedoes keep chasing players all over the map though out of range for quite a while.
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